I just made an observation: If you choose a new dice for completing a level you can sometimes find a mundane attack or defense dice that have a slightly higher percentage or rolling 6 as you can see. Now if you add the face values together and divide by six, you'll be able to see the average power of each dice. The standard defense dice at top tier (4+4+5+5+6+6= 30/6 = average value is 5) whereas the other dice (6+6+6+5+5+4= 32/6 = average value is 5.3). In the case of the defense dice this becomes interesting when compared to a top tier Lucky 1 dice (6+6+6+6+6+1 = 31/6 = average value is 5.16). My conclusion is that if you can choose which dice to put a Grow tag on, chose the mundane one you get as a reward. It will, on average, outperform the starter dice, and if a Heavy tag is applied to it, it'll even outperform the Lucky 1 with Grow.
A nearly perfect game with two totally unacceptable flaws.
Once you 'get' the mechanics it takes an act of will to lose before the 26th level, where the Endless mode begins. It takes 26-28 minutes to get to that point. So it takes half an hour to get to the point where you're playing the game past the extended tutorial.
Once you're there, the difficulty increases by providing flat bonuses to all of the opponent's numbers. Encounters don't seem to be designed with this in mind. You'll quickly be facing things like two flies that are doing 5x5x2 (ie 50) damage a round, backed by a Mothman healing 2x7ish damage a round. You only ever have a die pool of five dice to play. Assuming max pips, that's 30 points of whatever on your first round. At this point if you spend less than the majority of your dice on (perfect) attacks, any damage you deal will be healed. If you spend it exclusively on defense, you'll only soak about half of the damage. Even with specialty dice that get stronger over time the acceleration of how bad that early fight curb stomp is makes long term survival impossible. Perfectly optimal plan is still beholden to RNG, which statistically speaking -will- pull a cheap shot. And then it's back to that half hour introduction before you can play the challenging part again.
Put another way - beyond a certain point your only power increases rely on going through multiple turns, enhancing your die's feedback loops. Your opponents get stronger and stronger attacks from the word go, meaning they will eventually preempt any possible build you've put together by just murdering you on turn one or two, before you can do anything productive.
I recommend a pass. Or, if you know what you're doing, emulate an OS instance with a Virtual Machine and use that to spoof a save point at the end of the half hour "can I play the game yet" intro. That's the ideal answer, because there is a wonderfully engaging game here despite the perpetual slog of restarting and RNG mandated permadeaths.
Y'know, I do LOVE this game, I've been playing it for a WHILE, and I have had some ideas...
So there are special dice like "The Poop" or "Lucky One" and I feel like adding a couple more would be great, if you take suggestions.
On the pretense that you do, there could be ones like "Perfected" where it is always gold and has the faces of a normal die, so the 6 faces would have their normal corresponding number, or there could be an "Unbalanced" modifier where the die can go up to like 7 or 8 on one face.
Let me know if you like my ideas, even if you aren't the dev, and feel free to comment any modifiers you think would be good.
Great core concept, and very polished presentation. The art, animations, music, and such are all fantastic, everything feels snappy and responsive, and I love the theming.
However, pacing is a little slow, and the difficulty a little low. It takes too long to get into the interesting buff-stacking rearranging dice gameplay, and then there's not quite enough variety, challenge, and/or breaks to keep the gameplay fresh for the middle 8 floors. I didn't really feel like playing battles 17, 18, and 19 to get to the queen bee because of this.
I would also really like the ability to split up my damage. Even with multiple attack dice, it seems like you have to put all of your attack on one single enemy. I thought that perhaps the columns might correspond to attack slot or something, but it turns out they do not.
I would love to see an increase in difficulty/damage from enemies but also more control over where my attacks land.
The art, animations, music, and such are all fantastic, everything feels snappy and responsive, and I love the theming.
I believe they are the area dice and the terrain dice From what I can tell, they are both just rng on whether or not you enter the room which contains the dice Terrain leaves a bonus modifier the tile it was on, so if the terrain dice was a 6, it would leave a +6 there and then go down one for each subsequent turn, it's probably the best dice in the game in my opinion The area dice is an attack dice but it attacks everyone, very cool stuff
Different die of the same type and special abilities can have different faces - the Overkill has high pips on each face, higher than you'd get leveling the basic attack die up to gold status.
You're going to find that past 20 or so, definitely past 25, a smaller set of better dice gives you more predictability and better results. Imagine if you were slinging both of those grow dice every round or two.
Pinkish dice that can be double gold upgraded to only be 6's. They don't do damage or anything, they just drop their face value on the board that you can stack other dice on. Play it, next turn you have a +6 panel on the grid that you can put a def, atk, or heal dice on. They stack too. Play terrain for +6, next turn (if you have another terrain dice) you can play another on top of it. The number value decreases after every turn, but paired with a heavy or eternal dice (esp with the grow property) you can put up some good numbers turn after turn.
Yeah I can't deal with this anymore. I've been in a stalemate with this guy for 30 minutes straight because I only have 2 attack dice (one heavy) and he keeps regenerating health and getting blocks
Yeah, Brother Frog is a toughie! He guards and heals well enough to punish conservative die bags, sucks up board space to punish terrain, boost, and/or heavy die bags, and has enough endurance to go toe to toe with aggressive bags. I usually grind him down in an attrition battle with a small highly leveled balanced bag, then either recover hp/armor with him to run it all over again or capitalize on a boost die mistake he makes to get that last bit of damage in.
Beautiful game. It gives me the same thrill as the Phantom Rose : Scarlet, with a pleasant deckbuilding and upgrading system, strategic die placement and good synergizing between the game mechanics and the board. It doesn't quite have the same elegance and intricacy for me, maybe due to a limited variety in the dice pool (or my absolute awful RNG with getting any terrain dices since they've been unlocked), or due to how unreasonably difficult it is to discard a few card and prune your deck. It's awesome mechanic- and style-vice, and shows a very promising potential! Soundtrack could definitely get some more work dedicated to it, though: it kinda snaps you out of the flow state, since it's both too repetitive and a bit too attention-grabbing. I feel like the alternations in it are trying to communicate something during the battle with the bee? This could definitely be pushed a bit further.
In case you were interested, there is a sub-community in the Discord server about CLASSIC and an ongoing challenge for the first ever floor 100 run (WR is 92).
Great game, very well balanced, and excellent content. Only thing I could wish for is a save system so I could continue my endless mode run over more than one session.
Here is a thorough guide to obtaining an S and a score of just under 10,000 after the lvl 25 boss:
Priority: upgrade two defence, one attack, and one boost to max. Get grow on at least one die (preferably attack and either defence or heal).
After that (or if you're not getting upgrades), discard the leftover attack and boost dice.
Only get a new die if you've done the above/haven't got anything else to do! (your goal is to minimise the randomness of your turn.) If you do get a new die, only non-glass heal (skip if you get anything else). After that, discard the glass heal.
Mirror die is great to get (not a must, but makes boss fights much easier).
Make a couple of them hollow, so you can use practically all your dice in one turn.
During your turn prioritise defence, end each round with max health, and during boss fights just wait it out, getting your grow dice to higher values.
And if you complete all the above, you will feel like a god on the final boss (I destroyed both its phases in 6 or 7 turns).
My best run to date. 2 Eternal Grow dice, but wasn't enough for 2 elite flies + a moth. My strategy has mostly been to focus on block to tank as much damage as possible, because I can only fight 1/3 of the enemies at once, and allows me to stall and regain health. Any advice pros? I have yet to encounter any of the other altar dice which are supposedly in the game.
Goodness gracious. Got an amazing set, just got the hybrid block/heal dice, real good HP for my level. Then I get 3 purple flies. They each hit me five times. EACH HIT DOES 6 DAMAGE! 90 damage in a turn😅 What a disappointing way to end what could have been an all-timer.
Just wait to get to floor 75+ and then see one of those guys... lets just say that at one point I had 152 Max HP and I got down to ≈20 on the first turn...
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I just made an observation: If you choose a new dice for completing a level you can sometimes find a mundane attack or defense dice that have a slightly higher percentage or rolling 6 as you can see. Now if you add the face values together and divide by six, you'll be able to see the average power of each dice. The standard defense dice at top tier (4+4+5+5+6+6= 30/6 = average value is 5) whereas the other dice (6+6+6+5+5+4= 32/6 = average value is 5.3). In the case of the defense dice this becomes interesting when compared to a top tier Lucky 1 dice (6+6+6+6+6+1 = 31/6 = average value is 5.16). My conclusion is that if you can choose which dice to put a Grow tag on, chose the mundane one you get as a reward. It will, on average, outperform the starter dice, and if a Heavy tag is applied to it, it'll even outperform the Lucky 1 with Grow.
this is really fun ngl
I died at floor 20 to the queen bee
in a BR
lts a good dame
Decent game I'd say, shame I haven't a way to pay for it yet TwT I'll definetly come back later!
A nearly perfect game with two totally unacceptable flaws.
Once you 'get' the mechanics it takes an act of will to lose before the 26th level, where the Endless mode begins. It takes 26-28 minutes to get to that point. So it takes half an hour to get to the point where you're playing the game past the extended tutorial.
Once you're there, the difficulty increases by providing flat bonuses to all of the opponent's numbers. Encounters don't seem to be designed with this in mind. You'll quickly be facing things like two flies that are doing 5x5x2 (ie 50) damage a round, backed by a Mothman healing 2x7ish damage a round. You only ever have a die pool of five dice to play. Assuming max pips, that's 30 points of whatever on your first round. At this point if you spend less than the majority of your dice on (perfect) attacks, any damage you deal will be healed. If you spend it exclusively on defense, you'll only soak about half of the damage. Even with specialty dice that get stronger over time the acceleration of how bad that early fight curb stomp is makes long term survival impossible. Perfectly optimal plan is still beholden to RNG, which statistically speaking -will- pull a cheap shot. And then it's back to that half hour introduction before you can play the challenging part again.
Put another way - beyond a certain point your only power increases rely on going through multiple turns, enhancing your die's feedback loops. Your opponents get stronger and stronger attacks from the word go, meaning they will eventually preempt any possible build you've put together by just murdering you on turn one or two, before you can do anything productive.
I recommend a pass. Or, if you know what you're doing, emulate an OS instance with a Virtual Machine and use that to spoof a save point at the end of the half hour "can I play the game yet" intro. That's the ideal answer, because there is a wonderfully engaging game here despite the perpetual slog of restarting and RNG mandated permadeaths.
WHAT IS THIS AND WHY IS IT MY FIRST TIME SEEING IT?!?!
WHY IS THERE A LOW RES COCKROACH?
Y'know, I do LOVE this game, I've been playing it for a WHILE, and I have had some ideas...
So there are special dice like "The Poop" or "Lucky One" and I feel like adding a couple more would be great, if you take suggestions.
On the pretense that you do, there could be ones like "Perfected" where it is always gold and has the faces of a normal die, so the 6 faces would have their normal corresponding number, or there could be an "Unbalanced" modifier where the die can go up to like 7 or 8 on one face.
Let me know if you like my ideas, even if you aren't the dev, and feel free to comment any modifiers you think would be good.
A named die, "Infinite Power", that is an Eternal Terrain. "Overachiever ", a boost die with only 5s and 6s on it's faces.
Wait, how would that boost die even work? it can't boost 5 or 6 tiles away... unless that's the joke.
That's the joke. How well would an eternal terrain die work, either?
I wish we could boost boosts...
FINALY GOT PAST BEE BUT THEN THE STUPID ARCHERS KILLED MEE
truly a mona lisa of video games, super polished, super cute, kept me playing for a LONG time.
This is very fun. I think more game elements in general could really add a lot to even the early game, maybe even a story.
Great core concept, and very polished presentation. The art, animations, music, and such are all fantastic, everything feels snappy and responsive, and I love the theming.
However, pacing is a little slow, and the difficulty a little low. It takes too long to get into the interesting buff-stacking rearranging dice gameplay, and then there's not quite enough variety, challenge, and/or breaks to keep the gameplay fresh for the middle 8 floors. I didn't really feel like playing battles 17, 18, and 19 to get to the queen bee because of this.
I would also really like the ability to split up my damage. Even with multiple attack dice, it seems like you have to put all of your attack on one single enemy. I thought that perhaps the columns might correspond to attack slot or something, but it turns out they do not.
I would love to see an increase in difficulty/damage from enemies but also more control over where my attacks land.
The art, animations, music, and such are all fantastic, everything feels snappy and responsive, and I love the theming.
do you know how to get the 2 secret dice and what they are?
I believe they are the area dice and the terrain dice
From what I can tell, they are both just rng on whether or not you enter the room which contains the dice
Terrain leaves a bonus modifier the tile it was on, so if the terrain dice was a 6, it would leave a +6 there and then go down one for each subsequent turn, it's probably the best dice in the game in my opinion
The area dice is an attack dice but it attacks everyone, very cool stuff
what does "overkill" do
Nothing. Just a variant.
Different die of the same type and special abilities can have different faces - the Overkill has high pips on each face, higher than you'd get leveling the basic attack die up to gold status.
i beat the queen bee
i died on floor 21 due to better archers
You're going to find that past 20 or so, definitely past 25, a smaller set of better dice gives you more predictability and better results. Imagine if you were slinging both of those grow dice every round or two.
Thanks, I already did that ;)
i did 104 damage in a turn
I killed a sandfighter when getting him to ~19 HP and doing a 36 hit (with heavy Terrain dice).
Dang
what are terrain dice?
Pinkish dice that can be double gold upgraded to only be 6's. They don't do damage or anything, they just drop their face value on the board that you can stack other dice on. Play it, next turn you have a +6 panel on the grid that you can put a def, atk, or heal dice on. They stack too. Play terrain for +6, next turn (if you have another terrain dice) you can play another on top of it. The number value decreases after every turn, but paired with a heavy or eternal dice (esp with the grow property) you can put up some good numbers turn after turn.
sus
Lol, you play Die in Dungeon, too?
how did you get here
I knew the game for some time and decided to play it again. lol
o
im also like that guy. i knew about the full version and decided to play the demo for funsies, and saw this.
um...
hollow dice? more like hollow KNIGHT (silksong)
17 floors on first att. is that good?
yeah
ya better put your grow in attack dice
Yeah, Brother Frog is a toughie! He guards and heals well enough to punish conservative die bags, sucks up board space to punish terrain, boost, and/or heavy die bags, and has enough endurance to go toe to toe with aggressive bags. I usually grind him down in an attrition battle with a small highly leveled balanced bag, then either recover hp/armor with him to run it all over again or capitalize on a boost die mistake he makes to get that last bit of damage in.
Wow, what a great game, I'm addicted
Beautiful game. It gives me the same thrill as the Phantom Rose : Scarlet, with a pleasant deckbuilding and upgrading system, strategic die placement and good synergizing between the game mechanics and the board. It doesn't quite have the same elegance and intricacy for me, maybe due to a limited variety in the dice pool (or my absolute awful RNG with getting any terrain dices since they've been unlocked), or due to how unreasonably difficult it is to discard a few card and prune your deck. It's awesome mechanic- and style-vice, and shows a very promising potential! Soundtrack could definitely get some more work dedicated to it, though: it kinda snaps you out of the flow state, since it's both too repetitive and a bit too attention-grabbing. I feel like the alternations in it are trying to communicate something during the battle with the bee? This could definitely be pushed a bit further.
There's a version on Steam, with much better graphics and more stuff in general.
la concha de mi tia

Finally got a perfect score!
At least, I think 10,000 is a perfect score.
hey only 24 minutes???
cool
How does the score system work?
SO CLOSE
my best run to date - level 61
4 HOURS!?!?
lol I took breaks, it wasn't 4 hours straight
Oh.
In case you were interested, there is a sub-community in the Discord server about CLASSIC and an ongoing challenge for the first ever floor 100 run (WR is 92).
:0
Is that a yes?
Yes, it is a yes
Great game, very well balanced, and excellent content. Only thing I could wish for is a save system so I could continue my endless mode run over more than one session.
Here is a thorough guide to obtaining an S and a score of just under 10,000 after the lvl 25 boss:
Priority: upgrade two defence, one attack, and one boost to max. Get grow on at least one die (preferably attack and either defence or heal).
After that (or if you're not getting upgrades), discard the leftover attack and boost dice.
Only get a new die if you've done the above/haven't got anything else to do! (your goal is to minimise the randomness of your turn.) If you do get a new die, only non-glass heal (skip if you get anything else). After that, discard the glass heal.
Mirror die is great to get (not a must, but makes boss fights much easier).
Make a couple of them hollow, so you can use practically all your dice in one turn.
During your turn prioritise defence, end each round with max health, and during boss fights just wait it out, getting your grow dice to higher values.
And if you complete all the above, you will feel like a god on the final boss (I destroyed both its phases in 6 or 7 turns).
Hope this helps anyone!
who is this?
ITS TONYYYY
i just died on the fucking boss, i gotta start golding all my dice
My best run to date. 2 Eternal Grow dice, but wasn't enough for 2 elite flies + a moth. My strategy has mostly been to focus on block to tank as much damage as possible, because I can only fight 1/3 of the enemies at once, and allows me to stall and regain health. Any advice pros? I have yet to encounter any of the other altar dice which are supposedly in the game.
Hey I think your game is awesome! Could I put it on my website Galaxy Games I will give credit back here. Thanks :D
I almost got the perfect deck
Just wait to get to floor 75+ and then see one of those guys... lets just say that at one point I had 152 Max HP and I got down to ≈20 on the first turn...